From 2D to 3D: Bring your Characters to Life with Nomad Sculpt! | Dave Reed | Skillshare

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From 2D to 3D: Bring your Characters to Life with Nomad Sculpt!

teacher avatar Dave Reed, 2D & 3D Illustrator - Brooklyn, NY

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      A Character’s Journey: From Procreate to Nomad Sculpt

      2:19

    • 2.

      Class Project & Prep

      5:37

    • 3.

      Getting Started

      10:02

    • 4.

      Arms & Legs

      10:17

    • 5.

      Buns & Ears

      9:39

    • 6.

      Extra Details

      8:09

    • 7.

      Nose, Snoot, & Tongue

      10:38

    • 8.

      Eyebrows & Tail

      10:34

    • 9.

      The Magical Flower

      12:00

    • 10.

      Letter & Heart

      7:44

    • 11.

      Remesh & Hierarchy

      6:41

    • 12.

      Pose & Tail

      10:38

    • 13.

      Lighting & Post Process

      9:34

    • 14.

      Color I

      8:53

    • 15.

      Color II

      11:39

    • 16.

      Final Details & Outro!

      7:18

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About This Class

Welcome artists!

In this class, we’ll take the character designed and illustrated in Part 1 with Sandra Mejia and bring it to life as a 3D illustration using Nomad Sculpt. Whether you create simple or complex 2D designs, it’s all about translating shapes, personality, and design intention from 2D into 3D in a simple step by step, enjoyable way. Sandra’s Procreate class focuses on making clear design decisions in illustration, and here we’ll build directly on that foundation, using the same character as our reference to recreate it in 3D. Together, these two classes form a complete character journey—from sketch to illustration to finished 3D Sculpt.

Meet Your Teacher

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Dave Reed

2D & 3D Illustrator - Brooklyn, NY

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Level: All Levels

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Transcripts

1. A Character’s Journey: From Procreate to Nomad Sculpt: Have you ever sketched an illustration and thought, Hmm, I wonder what this would look like in three D. But you don't really know if your design would work or where to start? I'm Dave id, three D artist and content creator, and we're gonna take the cute pink chihuahua with the magical flower that Sandra designed in part one. And we're gonna turn that into three D. Wait. So who's Sandra and what's the pink chihuahua? It's a super charming character design with a great backstory. So, part one is creating the two D design in Procreate. This is a Skillshare top teacher dynamic duo situation here. So let's ask the super talented Sandra Maia. She's an amazing illustrator some questions about how to design a two D character that works for three D. What makes a great sketch? What makes a dynamic character design, and what makes an efficient three D reference? Bringing my characters into three D has always been a dream of mine because I feel that it makes them feel more real. A great sketch for three D comes from clear decisions, simple shapes, strong silhouettes, a clear back story, and a turnaround that shows a character from different angles. I couldn't have said it better myself. And when I'm turning an illustration into three D, that's exactly what I'm looking for. Clear simple shapes, a strong design, and a turnaround that helps me understand the character from lots of different angles. So these two classes are a great way to elevate your design and your brand. Alright. So in this class, we're going to keep things simple and approachable, blocking out shapes, maintaining the personality of the character, and just letting the artwork guide the sculpt. We're just going to take a cute two D character and bring it to life in three D. So if you're an artist that wants a complete workflow from two D to three D, you're in the right place. Alright, that's all I got. Shout out again to Sandra. Thank you for trusting us with your character design. We're gonna have a really large, extended Chihuahua family here soon, and I'm here for it. Keep drawing, keep sculpting, and I look forward to seeing you in class here on Skillshare. 2. Class Project & Prep: Alright, welcome to the class project. So we're going to take this really cute pink chihuahua, and we're going to bring it to life in three D. This is a two part class. I think it'll be really useful to actually draw something because it'll just get you in that mindframe of drawing, but then understanding and thinking, Okay, I'm making this in two D, but I have to think about how the back looks, how it looks from the side, different things like that, which are really useful to bringing your characters to life in three D. It helps when a lot of those decisions you come up with beforehand, so you're fully prepared when it's time to make it in three D. Alright, so I'm going to get you prepped. We're going to go through the setup, so our nomad sculpts kind of match up as much as possible or as much as I think is important. So that way, when we're starting, we're starting off on a pretty clean slate, and we can match, and you don't get confused because I know three D can feel daunting and it can feel confusing, and I don't want you to feel that way. Alright, so let's get you prepped so that in the next video, we can actually get started with the sculpting. So first and foremost, make sure you download all the resources that are included. So you would just go here to Projects and Resources. Download resources. So we'll have the eye glare environment, and then we're going to have the reference images, and I'll also include MSculp so if you want to open that up and look at it and reference it, you have access to that, as well. So once you download, it's going to go into your photos. So then it'll be here. This is the one that we're going to use for class. So just keep note of where it is because once we're inside the program, we're going to import a reference image so that we can use this and Nomad. So let's import my custom environment. So this is optional, but I just want you to have the same screen and settings that I have. So first, let's go to this little sun icon. Tap that. So here's your environment. What an environment is is like the ambient light. So if it wasn't for this environment, it would be pitch black. So use an environment because this is the ambient light in the room. You can see the reflections. You can rotate it, things like that. So if you're in a room and you have a window and there's light coming in that window, that's your ambient light. That's how you can see in the daytime. I know I tend to ramble on. Anyway, so let's import. So let's tap on the reference image. Import. Photos. And then wherever you downloaded your eye glare environment, which was in the resources. Tap the image. Okay? You can close this. So now you just have your general ambient lighting set up in your environment. Let's get things synced up so that you're seeing the same things that I'm seeing. So in nomat sculpt, you can change the background color. All you'd have to do is go to the sittlePicture icon, tap the color, and then you can change it to whatever you like. So when AutoSave pops up, you can go ahead and name your project. For now, let's name it cutie. So next, let's just tap this little camera here and just make sure that you're in orthographic. And all that is is just making sure that we're not going to sculpt with any perspective distortion. So next, let's go to this little sphere right here, the materials. Let's go all the way down here to smooth shading and make sure that you have it on. I keep mine on auto, so mine is just on all the time unless I turn it off. So you just want to make sure that you have smooth shading on. So this is one of my visual preferences when sculpting. I'm going to go to this little Sun icon and then go to MTCAp. All a MATCAp is is fake coloring and lighting. I just think it makes it easier to see. And of course, you can tap here to see all the different styles of MT caps. So these are all they're kind of interesting. They're kind of fun to play around with. So I think for today, I'm going to go with PXG clay. Okay, so let's go ahead and import our reference image. So let's tap on the little picture icon, and then we'll go down to reference image. And then you'll see this little box comes up so you can tap here. Import photos. Okay? And then you just go to wherever you have the photo saved. So I'll tap this one. I'll tap the check, and now the photos brought in. So I'm going to press this little X just to close the import window. You can see the image here, but I kind of want to resize it. So we would just go back into our little photo, go to transform. And now you can take two fingers and you can drag it. So I'm gonna make it small and put it right about here. And then I'll just tap with one finger and we'll go back to sculpting mode. You'll want to save often just in case nomad crashes. So just go to this little folder, save. And yes. And remember, you can always hit Save as if you like something, but you think you want to go in a different direction, but you might want to come back to that spot. Something that I do very often in nomad. 3. Getting Started: Okay, let's get started. So when I look at this character, I see sort of a squarish, kind of like a rounded box for the head, probably the same for the body, maybe a little bit more round than the head. The legs, I see cylinders, the arms, I see the tube tool, the ears, maybe spheres that we cut in half, and then spheres for the eyes, and we'll figure out the nose and things like that. So if you just concentrate on creating the base shapes, what we call blocking, you want to block the character out, make the base shapes, and then everything will be so much easier. Okay, so this is our default sphere. I'm gonna go to my scene menu, and I'm just gonna hide it for now. I might delete it later, but we'll see. So the scene menu is basically all of our shapes that we're gonna bring in. So let's go right here to add, and then we're going to bring in a box. So we're going to use the gizmo right here. The Gizmo is essentially your controller. So there's a bigger orange ring around it. So all that is a scale, okay? I'm going to use two fingers and tap to undo to go back to the beginning. So the larger orange ring is scale. These arrows just move it around, so we have the red arrow. Moves it that way, green moves it that way. And then we have these rings. So there's the blue ring that rotates. And then you have these spheres that kind of stretch and pull. And there's a few other things on there, but I don't use them that much, so I'm not even going to go into them. So I'm going to go back to heartbreakar box. So anytime you bring in a new shape, these shapes are called primitives, but they're really just simple shapes. So anytime you bring in a new say, primitive, anytime you bring in any new shape, it's going to give you this dialogue box, and you won't be able to use all your tools. So your tools are here. Most of them are great out right now because we haven't validated. All that is is there's some special fancy things that you can do before the object is like officially part of the project. We can go ahead and hit validate and now you see all of your tools are available. Okay, so let's round out this box. So we're going to go to this little beaker up here, right? And then we see smooth. So we're just gonna tap on smooth and then drag it to the right, and you'll see that it smooths right out. So I'm going to go maybe around there. When I turn it this way, if I recall, if you look at the sideways, so his head is not that wide, so let's go ahead and flatten it. Okay, so we've turned it and you can see the left. This is a snap cube. This is just an easy way to see which part of your model is facing you. You can tap it, and then it will perfectly line up. So now we want to use this little blue sphere, and let's just shrink it down. I think maybe around there feels right. So then we have something like this. So let's clone this shape, and we can use it for the body. So over here on the left, we're just gonna hit clone. And we're gonna use this green arrow to just drag it down, and then the orange ring to make it smaller. Okay, so I'm thinking something like that. Now, this one is a little more rounded, and it looks like it might be a little more stretched. So I'm gonna use this little green sphere and just stretch it this way. And if I want it to be a bit rounder, I can do the same thing. I can go back to this little beaker here. I can tap that, and then I can just tap smooth and get it a little more round. Okay, maybe I'll just stretch it a little bit more and then move it up. Like so. Okay, I think I'm pretty happy with that. So let's clone this again and let's use it for his little snout. So we'll go back over here to clone and let's turn it. And then we can take this blue arrow and we can just drag it over and then shrink. Okay, we can go back to the front. So I'm going to stretch it a little bit this way. And it looks like it's a little round almost like the body was. So I'm gonna do the same thing. I'll just tap the little beaker and then smooth and just make it a little more round. Okay? And I might inflate it, as well. So down here, you can go to inflate and you can just inflate it. Okay? I think that's perfect. And the character has really big eyes, so you want to make sure you leave enough room for the eyes. So I'm gonna drag this down a little bit. You can see it's a little bit further down, it's closer to the bottom of the head than the top. And let's go ahead and bring in some eyes. So we'll go back over to our scene, add quad sphere. Okay, so let's go to this little gizmo here. It's a little hidden, but it's there. So tap that little gizmo. And then we're going to move with the blue arrow, we're going to move it out. We can head front again, can shrink it. And let's hit mirror. We haven't validated. So this is one of the special one of the fancy things we can do before we validate. So we'll hit mirror. We go back to the gizmo and then take the red arrow and just move it to the left. And you'll see the mirrored version, as well. So I think the size of the eyes is big. We want to bring them down so they're closer to the bottom of the face. And I think that looks pretty good. So we'll have to take the snout. So once you tap on a different mesh, that's what's selected. So I'm gonna move this down a little bit, and then I'm going to shrink it a tad bit more. So maybe something like that. And I might want to make the head a little more. I might want to use inflate on the head. You can tap the head. Let's go back to our beaker and let's inflate it a little bit. Yeah, I think that's good. Okay, you can take this and just move it into the body around there. Let's tap on the eyes, and let's use this blue sphere to kind of smush them back. We don't want them to bug out so much. So that's why I'm doing that. I'm gonna pull them out a little bit and notice how they're not really flush with the face. So this is where I would rotate them so they feel a little more natural on the face. So maybe something like that. I think that looks pretty good. So let's go ahead and validate these. Now, if we go back to our scene, you'll see that there's a mirror here, and this is our quad sphere. So there's really just one quad sphere, but since it's nestled underneath the mirror, that's why we're seeing this one. So for this mirror, let's tap these three dots, name and we'll do I A. So this is going to be the white part of the eyes. So let's tap on the actual sphere. We'll do the same thing the three dots, name, I A. So what we want to do is make the pupils. So we're going to use these spheres and we're going to duplicate them. So let's select both of these, it Clone let's just change the names to B. So this one will be I B, and same with this. Okay, so make sure that you're on IB, and you don't want to be on the mirror. You want to be on the actual sphere. And we'll go back to Gizmo, and we'll use the blue to bring it forward a bit, and then let's shrink it a bit with the larger orange So the character has really big eyes. For now, we'll just put him in the middle, a little more inwards. So anytime you do characters looking forward, you always want to make sure the pupils are closer to the inside of the face. If you bring them a little bit inwards, then they look correct. So just a little tip that I do with three D, two D, I always bring the eyes a little bit more inwards. We're going to change this a little bit later. You can see this character is looking off to one direction. So we'll deal with that detail a little bit later. Let's save. 4. Arms & Legs: So next, we'll use one of my favorite tools, the Tube tool. So if you tap here and then go over to the left and you want to hit a path, so it should look like this. So to use the tube tool, we're gonna tap on the screen, drag without lifting and then lift once you've dragged your line. So this is going to be our tube. So we tap this little green line, and then you see the tubes. And here's a quick thing that will happen. It always happens. Sometimes you accidentally put a new shape into one of your mirrors. So if you check the scene, you can see that I put this tube and it got famied with the eye. So all you have to do is long press and drag it out. Well, drag it up here. Actually, let's drag it down. So now our tube is out of the mirror, and you can see there's only one tube. Okay, so let's turn snap off for now, and let's turn it to the left. And now we can position it. So it looks like, again, we can always reference the side view. So let's go ahead and tap on this node and just drag it over. Okay, I think that looks pretty good. So I'm going to move it a little bit further back. That's just something I do in most of my characters. I always kind of favor a little bit towards the back for the arms. And this character's arms are very short, so we're going to shorten it up. And that's basically it. If you want to make a curve in it, you can just add a node here, and then you can make rounded curves. If you want it to be a sharp curve, you can just tap it, and then it's more of an angle. And you can add as many nodes as you want. If you need to get rid of them, you can just drag them into each other. And this is your scale. So, if you wanted to make the arm bigger, which I think this character's arm is maybe around there. Let's take a look at the front. But you can see that the bottom part of the arm, the end of the arm is smaller and the base of the arm is wider. So we're going to do that with radius. So see how there's only one selected, and now there's two, now there's three, now there's one. So this affects the scale. So if I tap it twice, then I can move this, and it doesn't affect the front one. You can see. If I tap all of them, then you can just do all of them. You can make all different shapes and sizes. Okay. I think that looks pretty good. Maybe we'll make this a little smaller, and I want to drag it a little bit more into the body. Okay? So I kind of like that, but I want to make the whole thing a little bit smaller, so I'm just gonna use the gizmo instead, and I can just shrink the whole thing. And if I want to get back to the nodes, I need to press this little squiggly line, and then I can get back to my nodes. Okay, beautiful. So now let's go ahead and hit Mirror. And then let's hit Validate. So what we can do now is round out these arms using the smooth. So we'll tap here, our little beaker and we can smooth. Okay, not too much. I think that looks pretty good. And I'm also going to hit inflate a little bit. Okay, I think that looks pretty good. And don't be afraid to go back if you want to change something. If you feel you've lost too much size in the base of the arm, you can always just undo. And then you can make the base of the arm a little bit bigger. So maybe something like that, and then you can validate, go back to your beaker, and then you can smooth that out. Well inflate a little bit. Okay, I think that looks pretty good. Okay, so let's go ahead and hit Validate. Now, let's say you want to move these a little bit more in and up. It's a little bit tricky because of the Gizmo, because of the orientation of it. So here's a little trick. Let's just hit a line. And now we can easily just move it left, right, up, down back and forth. So I think that's perfect. So for the legs, we're just going to use cylinders. So we'll go up to our scene, add, and we're going to find cylinder. We can go ahead and hit mirror. And you notice that the whole mirror went into the other mirror. So just make sure that you select both long press and just drag that out. And then you want to make sure that you're going in and labeling these. So this mirror is the arms. Okay, this tube is just the arms again. And the reason I label the mirror, the red part is because eventually we're going to take these and combine them just to be one shape, and it's gonna take the name of the mirror. So this is gonna be legs. And this cylinder is legs. So we're going to use our gizmo. We're gonna take the green arrow and move it down. We'll shrink it with the orange ring, a large orange ring. We'll move it up. With the red arrow, move it left. So now we can go into these cylinder options. And it looks like this is a little bit bigger. Maybe we'll make these a tad bit longer. We'll go back to the gizmo right next to it, and let's rotate just a little bit. Remember, we're still on a line, so you can always turn that off, and then it will orient to the shape that we're using. Okay, I think that's actually pretty good. Yeah, I think that's pretty good. And I might make it a little bit longer and then move it up just so we're not having just so we're not having this issue where you're seeing the end. The only thing that I'm seeing is this has a little more space in between. So I'm going to do a line and move over. I like that, you know, you want the right amount of space. Seems like it's, like, pretty wide. So if that's the case, I might make the body a little more wide. And you can also use the move tool. And if you're on the body, you see these two little red dots. That's because we have symmetry on. And so we know what happens on one side will happen on the other side. So with the move, and my radius is about 200 and my intensity is about 50, just so you know, just so you can match if you want. But you can also just pull this so that it kind of goes cleanly over the legs. And if we were using the tube tool, we could kind of curve this down, which I think might be perfect. But there's other ways to do it. So let's validate it. Let's smooth it out a little bit, so we'll go to our beaker and we'll smooth, make them a lot cuter. And then let's go back to our move tool and see how we're on the edge so we can just pull from this side. Let's make the radius bigger, and it'll pull more cleanly. Maybe we can pull that down a little bit. And now that I'm thinking about it, I want the legs to be a little thicker this way. Maybe the arm as well. Just make it a little thicker. Okay? I'm going to go back to the body, and I want to make the front a little more round. So I'm gonna use the move tool, and I'm just going to stretch out this little belly. Move tool is one of my favorite tools. Really makes you feel like you're actually sculpting. I'm gonna push in a little bit on the back. I'm gonna make the radius bigger. The reason I make the radius bigger or smaller is because when it's bigger, then it's gonna be more of a sweeping, smooth movement. I think it looks very cute. So I'm going to take the legs. I'm gonna make the I'm gonna use the move tool and just drag the legs up a little bit, just to make it a little more flush. But I think that's beautiful. So let's save our progress. 5. Buns & Ears: So this next part is completely optional, but it's one of my favorite aspects. So we're gonna go to our scene menu. We'll add a quad sphere. We're going to go ahead and hit a mirror right away. You know what's coming. We'll go to our Gizmo. We'll move it down. We'll use the blue to move it back a little bit, and then we'll shrink. Okay, now we'll move it down, and then we will drag it out like this, maybe a little bit bigger, maybe a little wider, too. And I'm gonna use this little blue sphere to kind of shrink it in this way to kind of tame it a little bit, at least, just a tad. Okay, I think that looks great. I'm gonna go ahead and validate. So this is still a mirror. So even though I'm validating, we go to scene, we have our mirror here. Whoops. It's in the legs, so we'll just long press and drag it out. And this is your buns. Okay, so we'll just go to the quad sphere, and you can just have some fun with it and make it look a little bit more natural. We're gonna make a tail anyway, but, you know, don't forget. Sometimes you go to the body and you can sort of stretch the body to, uh, to make it work as well. And that's really all. This is more just like a little fun thing to add a little detail that everyone loves. Look at that. That's perfect. Okay, so what we're gonna do we're gonna take these buns, so we're gonna select both of them and hit validate and then hit yes. So it should be on Join Children. Just hit yes. Okay? So we have our buns. Let's see. This box is the head, so let's go ahead and name these. Forgot to name them earlier. This box is the body, is it? Or is it not? Well, that might be the snout. Bones box? Oh, this is the body. Okay. The bones and the body, and we're just gonna hit join up here. Okay, so let's make these ears now. The ears are a bit tricky. Sometimes you have to take shapes, and then you have to edit them and adjust them a bit to get the exact shape that you need. So let's go to our scene menu, and I'm just going to tap this top quad sphere and delete it. So this is the one that we hid before. And I'm going to delete that and add another quad sphere. I'll move that to the top. I'm going to rename this ears. Tap for a little hidden gizmo. Green arrow will move it up over. And I'll just go ahead and validate it now. We can always add a mirror later since there's two ears. So I'm going to use this larger orange ring to shrink it. And then I'm going to stretch it with this green sphere or something like that. I'm going to rotate. And I'm going to make sure that I turn a line off because I want to move it directly this way, not exactly left and right, but more on an angle for the orientation of the actual ear. So let's just turn a line off, and then we can move it down and we can sort of figure out where it's placed. That seems pretty good, actually, right around there. So you see these shapes. So we have to sort of mold those shapes. So let's just take move. I'll make it a little bit smaller, maybe around 200 or so. So this part looks like it goes up and then it curves. So I'm gonna pull this, and then I'm going to go to the top and I'm gonna pull this that way. So I'm really just trying to match that curve right here. I'll make it a little bit bigger, and then I'm going to drag this part out and this part down. And I'll push in here to see if that helps us. I'll make it a little bit smaller. So sometimes I just make it bigger and smaller, depending on the amount of detail, depending on how much I want to move. So I'll try to push this little shape out. I'll push here, and then pull. I'll make it a little smaller so we can try to get a little more detail. But I think that's pretty good. I'm just gonna try to even it out a little bit. But I think that's pretty good. Now, I usually move the ears a little bit further back. I think what I want to do is turn the ear to the side like this. Let's take split. So we'll take split, and then we'll choose rectangle. And we want to try to cut it in half. So let's start at the top. You want to tap and then make a white square. And anything inside that is just gonna get trimmed or split. So it's just gonna get spit. So now let's take this smaller part. So just make sure that you tapped on the front part. We'll use the gizmo and we'll shrink it. And now we'll push it back. So now let's take both of these pieces. So we'll take the outside of the ear. Let's call this ear big. And then let's call this here, middle. Okay, so anytime I usually trim or use trim or use split, I like to voxel remesh after I do that. So all this does is recalculate these edges so it doesn't look really funny like that. So make sure we're on the ear big. We're going to tap here right next to our scene. You see voxel? And let's drag this up to I think 150 is good. And then we'll remsh and then it's remshed. So now we can go to our beaker and let's just smooth that out. Okay, I think that's pretty good. So we'll go to this one. I'm going to do the same thing. Only I'm going to use a shortcut. Instead of going here and here, I like to use a shortcut down here where you just swipe up and then it has the same thing. You can see the numbers are exactly the same. And if you don't have this shortcut, you can always come up to these three little dots. Go to shortcuts, and then you can just add it. See? So anyway, let's vaxll remesh it around 150. And then we'll take our beaker and we'll just smooth it out. We don't really need to smooth it that much we're not seeing the edge, but I can still smooth it out. And then I'm just gonna flatten it up and push it into the year again. Perfect. So let's say you wanted to rotate or adjust both of these shapes at the same time. All you would have to do is go to your scene, select them both. And let's do pivot, auto pivot. So that just moves the Gizmo to the center of since we have both selected, it's gonna move it to the center of both. But then at least you can rotate and move it around and adjust as you need. So let's go to our scene menu. We'll take E Big. We'll add a mirror. And let's name the mirror. Here Big. We'll do the same thing for ear mid, so we'll tap it, add mirror, and then we'll rename it ear mid. Let's go ahead and save. 6. Extra Details: So now let's do this little cute part here. This, of course, could be color. You know, we are translating three D to two D. But for this, I think I want to make it sort of raised a little bit. So we'll just use a couple spheres for that. So we'll go to War scene. We'll add a quad sphere. We want to make sure we go ahead and bring it out. Actually, let's leave it right above the body for now. Okay, so this is just gonna be chest. Okay, so now we want to use our little gizmo. We can go ahead and validate it. So let's move it down forward a little bit, and then we'll shrink. Okay, I'm gonna push it back, and I might flatten it up a little bit. And there's a really cool tool that we can use Xray. I'm gonna use this red ring to rotate it. And then I'm going to stretch it a little bit with this green sphere. So now we're going to go ahead and let's go to our scene. So we have chest. We're going to tap the three dots and clone it, and then we're going to add a mirror. Okay, so then we can go to this chess sphere. We can turn Xray off, and then we can separate these, rotate them with the blue ring, and then we can just adjust them to where we need them and the size that we need them. Okay, so let's turn back on Xray and just make sure that this looks how we want it to look even underneath. So I want to bring these two side ones. I want to bring them down further. And then I'm going to go ahead and use move and just drag this part up. Even on this one, I want to maybe make it a little smaller and just drag this part up. Like so. Turn the X ray off. Okay, so I'm gonna take this chest and this chest and the gizmo. Let's do pivot auto pivot, and let's just move it down so we can see it a little bit, a little better. I think that looks perfect. So you can do any adjusting that you might need to do. Maybe you want to bring it a little bit closer into the body, but I think that looks pretty good. Okay, so let's take this mirror, validate. Yes. Then we'll select them both. We'll go to my little voxel remesh shortcut down here. We'll put it at 1:50 and then remesh. And that's okay. Okay, so now I'm gonna take smooth and just smooth out more towards the top. I like the detail on the bottom, so I don't really want to smooth that too much, but I think this looks pretty good. Okay, let's save. So now let's go ahead and add this little detail on the head. So it comes around like this in the back, but it also has these two things in the head. And what I think I want to do for this is actually use a mask. So this is a little involved, but I think you can handle it. So we're gonna take the mask tool. Okay, so when we're working with mask, it's very pixelated, and that's because the head is fairly low resolution. If things are high resolution, then they're better for more crisp details, sharper lines. If they're 6,000, you know, if they're fairly low, it's gonna be pixelated like this. So that's all that's happening. Good. And let's go to our little option here, multi res, and let's subdivide it. And now let's try the mask. So that's a little bit better. So the back of the head kind of has a design like this and it comes up to the front, and it's sort of similar to that, and it kind of breaks off and does its own thing. So I'm going to turn symmetry off, and I'll just work on one side to make it a little bit bigger. Now, if I'm looking on the front, you can see that I don't quite have it down far enough. So just make sure that when you're adding these details, you're looking at them through very through lots of different Oh, eras is just unmask. So unmask unmasks. You want to make sure you're looking at it through lots of different angles and just making sure that the details line up. Okay, so that's more like that. And then this comes down a little bit further. So something a little more like that. So a really neat thing we can do, we can go to this little shield here, and it gives us some options. So firstly, you see this height. So we can make this bigger. Okay, so I'm going to make it a little bit bigger. And you can also adjust how you want the, like how smooth you want it. Okay, so I'll make it smooth like that. I think that's perfect. I think that's what we need. So now let's just hit extract. Okay? So we'll tap back on the head. Make sure you're in the mask and you want to clear. So now we can take this little piece, and let's name it head top, make it a little smaller, move it down some. And maybe you would just stretch it or squeeze it that way so it's a little more right on the head. I love that. I think it's so fun. But I think that looks pretty good. And you can use drag. A lot of times people wonder what the difference between move and drag is. So if you had a water balloon, move is like moving it with your palm, like, gently moving the whole thing or grabbing it and moving it this way. So it sort of is more of a larger surface area, so the moves are more smooth. Pinch is better for details. So pinch is like taking a water balloon and pushing it with one finger. So it'll push, but you can see that your finger is pretty much going to go into it, or pinching it and pulling it and moving it that way. So it'll move, but there's gonna be more kind of going off on your finger than if you were to just take your whole hand and move it. So that's essentially a difference between drag and move. My rule of thumb is if I'm doing, like, really fine details, I might just take drag and let's turn symmetry back on, and I might just adjust things with drag. But again, this is very minor details. Let's save. 7. Nose, Snoot, & Tongue: Okay, so let's make a little tiny little nose. So let's add. I think I want to use a cylinder. So we'll use our gizmo, and let's tap snap here, and this is just so we can move it exactly 90 degrees this way. We can go ahead and turn that off. So now we'll pull it forward and shrink. Move it down and in and of course, we can shrink it back to normal size. Okay, I think that looks pretty good. So let's go ahead and validate it. And let's just use move to shape it. You can make it a little bit smaller if you need. But I think something like that is perfectly fine. I'll just stretch it a little bit, push it into the nose area. Of course, the nose is very small. Okay, so I think that works. And I want to round it out a bit, so I'm going to use the little beaker and just smooth it as well. I like to keep most things nice and smooth. That's perfect. Alright, so now we're going to add two more spheres to the front. That'll help us get that little crease for the mouth. So we'll go to our scene. We'll add another quad sphere. We can go ahead and mirror and we'll just use our gizmo and we'll move it into position. Okay, as long as you have mirror, you should be able to move it out. And also just make sure that you're not in any other mirrors. You just want to be in the mirror that you just made. So now we'll move this into position and move it closer together. So I'm going to validate, and I want to take these spheres, and I'm just going to move them so they're a little more flush with the nose. I think they look pretty good. I think they look pretty cute. I'm gonna turn symmetry off because we're working in a mirror anyway, so that's I'm just doing that so I can bring these closer to each other. So we can just join these together and smooth it, and I think that'll be perfectly fine. And now we're going to take the mask, tap on the original snoot and we're going to make this round piece. So you see where the mouth kind of opens, where it's black. So I'm just going to draw a mask here maybe make it a little bit higher, like that. So that's going to be our open mouth. We can just invert, take the gizmo and push it back in. Okay, so now we can go back to mask. We can clear it, and it looks great. And you can adjust these a little bit if you want. You can kind of push them up a little bit. So now we're gonna voxel remshT mirror. So we're gonna validate this mirror. So this is the little new snout. This is the original snout, so we'll select them both. Voxel. Let's bring it to 150 and let's save before we do. So box will re mesh at 1:50. Let's re mesh that we'll take smooth and we'll just smooth it out. So now let's use drag. Make sure you have symmetry on. And let's just extend these. So let's just pull. So we're just extending that smile. You can always smooth it out a little bit. Okay, I'm gonna use move and just kind of drag the mouth down a little bit. So this is a trickier part because we're using lots of different things to get to this shape, but sometimes you got to do what you got to do. You know, that's just part of it. But I think this looks good. And you can also add a crease, if you want to add a crease down the middle. That smooth it out a little bit. I want to take the nose, and I think I might want to tilt it a little bit. So maybe I'll give the nose a little bit of character. If you want to go crazy, you can add some spheres for little teeth. You know, I love to add teeth. You would just make the spheres really small and then kind of shrink them. I'm going a little bit faster by now, I'm pretty sure you probably have a much better understanding of the Gizmo and what I'm doing. Of course, if I want it on both sides, you just hit mirror, then you can validate. So you can see how things they just get much faster more the more you do things, and the more you kind of get going. Should probably just stick to the reference, but sometimes I can't not add things that I just want to add. You know, that's just, like, how how I work. I just want to push the inside up a little bit. So now there's a little tongue coming out. So for the tongue, I think maybe we'll just use a cylinder. So these are the teeth. So let's use a cylinder for the tongue. So we'll go here, we'll add a cylinder. We'll use our gizmo. We'll move it out. I like to do snap in 90. I'll shrink. I'll shrink it this way, make it smaller. Okay. And let's stretch it. Okay, so it feels like feels like a tongue. So what we're gonna do is let's put it right up to the lip. Look at the size a little more correct. So that feels about right, something like that. So I'm gonna go ahead and validate it. But what we can do is use mask. And let's just use select mask and let's use the lasso and we can just kind of go along the curve of the mouth. You can invert that, and then we can take the gizmo and we can rotate it. Whoops. Let's take it off of Snap 90 so that we can rotate it freely. So we rotate, and I'm going to move it so it's not bending so crazy. So all I'm doing is just bending the mirror. We'll rotate a little bit more, rotate this way. Okay, I'll shrink it down a bit. All we did was use the mask to just bend the tongue. So now we just go back to mask. We can clear it, and we can do a wovoxl re mesh it? Let's try. Let's try our beaker first. We might be able to just smooth it, which I think is, you know, looks pretty good. And then we can take move. And then we can just move this part. Make it a little bit bigger. We can just move this into the mouth. We use Xray, and we'll just go ahead and just stretch this out so it looks a little bit more realistic. Okay, we'll turn it off. I think that looks good. Now, if you stretch it and move it a lot, it can start to break. Let's see if I can show you what I mean. See how it starts to break. If that happens, then you need to voxel remesh it. You need to recalculate the resolution. I mean, it looks bad, but hopefully, that makes sense. So even this let's get back to how I had it. Yeah. So even this, I like to just vax remesh just to be safe. So we'll do 150. And then that way, we can just smooth it out. And if you want to get fancy, of course, you can always do little details like maybe you want to add a crease in it. Smooth it just a Smich. Maybe you want to take something like flatten. Sometimes flatten is fun to kind of just give it a little shape. But I think that looks pretty good. We'll go ahead and save. 8. Eyebrows & Tail: Okay, so let's make his little eyebrows. And for this, we can just use tubes. Path. And we're going to do the same thing, tap on screen, drag, and then let go. So you can readjust these nodes, but then you want to hit this little green dot. So Snap just means that this is snapping to the surface of the head. So if I add some more nodes here, you can see that it's snapping to the surface. So that's what Snap is. And Snap is good in this instance because we can shape this and it'll stay on the surface of the head. So we're gonna use this. We only need the one radius because it looks like it's a uniform size, so we'll just make it a little bit smaller or thinner, I should say. Let's turn off constant density, and let's go to our little options over here, post sub to two. And let's let's bring these down until we get it nice and round wherever we want it. I think five and three looks pretty good. Yeah, so division X is five, and division Y is three. I think that looks pretty. It looks pretty round. So I'll go with four and five. So now we'll go ahead and hit mirror cause it's the same on the other side. And as I'm looking, they look a little big. Sometimes the scale just kind of is beyond me. I have to kind of rework things. Just be careful when you use the Gizmo 'cause sometimes you can kind of bring it away or adjust it off of the off of the body. And for these, I'm gonna go ahead and validate. I should have validated and then saved, but sometimes you just you're working too long and too hard. Okay, so now sometimes they're small details. You want to always be looking at your model and making sure that it's exactly how you want it to look. So this is pink, so that's paint. We can make these. We'll make this as an extra. I think I want the head to be a little wider. So we'll use our move tool. We'll make sure symmetry is on. And now is a good time to just do any sort of little details that you might want. Like, for example, I feel like the head should be a little bit bigger on the top. I think my whole snout might be a little big, so I'll take the snout. I fail to name a lot of these things, so you need to make sure that you name them because otherwise, it just makes everything a little bit more difficult. Eyebrows. This is the nose. Okay, I like the teeth. So I'm gonna go ahead and validate the teeth, the eyebrows. I'm gonna go ahead and validate those. Okay, so let's try to take the snoot. So we have the snoot. Let's do pivot, auto pivot. The teeth, the nose, pivot, auto pivot. And let's just make this smaller. Oop, I forgot the tongue. Always forget something. So we'll just make this smaller. Maybe push it in a little bit more. I like that size. And the only other issue that I had was, I think the legs I wanted to make smaller. But then I wanted to make the base of the legs a little bit wider, so I'll just use move tool to kind of help out with that. Love it. Save. Okay, and lastly, design wise, let's just do these little whiskery type things. So we'll use the tube tool. We'll do path. Then we'll just make a little line like that. You can turn snap off. And let's just drag these back into a good position. You can see they're quite large. That's okay. We'll fix that. So we'll use this little orange thing to shrink it down. Okay? So we'll shrink it down. And we can make the whole thing pretty small. But I think we need to use the gizmo and just go even smaller. And then we'll go back to this little squiggle, we'll just stretch it. I'm going to turn constant density off. And you know, I can actually probably just do it this way. I never really thought to Oh, you know what I need to do, though? I need to make post subdivision two. So that's usually what I do. I think that's good? I think I might want a little bit of a Let's go ahead and clone, and let's use our gizmo to just move it down. And you can even adjust it. Maybe this one goes a little bit straighter. Clone again, and then use the gizmo. Maybe this one is more like the first one. But, yeah, I think that works. Okay, so I'm gonna take all of these tubes that we just made and drag them out. I'm gonna give them their own mirror, so add mirror. Okay, so now we have our mirror, so these are the whiskers. We'll take these tubes, we'll join them. Let's uncheck a line. Let's do pivot, auto pivot. So it should just go to one group of them. And I want to bake this. So let's go to the gizmo here. We'll go here and we'll just do bake. And then we'll do pivot auto pivot. So essentially, what we dished was set the orientation. So now our gizmo is perfectly in the middle and it's oriented the right way. Whoops. So the reason why I wanted to do that is because this is way too big. So now I can shrink it. I can make them a little shorter if I want. You can move them in or out and just figure out the best place for these. And you can even you can even smooth these if you want. Make them even, like, smaller and a little more round. I love it. Let's save. Okay, so whiskies, I'm gonna grab those and validate. So only do that once you're happy with them, which I am. The legs, I'm gonna go ahead and validate. The arms, you guessed it. I'm gonna go ahead and validate. Now, the eyes A, I'm gonna validate those. This is the eye whites. So I'm gonna leave the pupils 'cause we might move them around later. The ear mid, let's validate ear big. Let's validate. Oh, I forgot the tail, didn't I? I did forget the tail. Which we will use the tube tool path. And if we take a look at the tail, it's a nice cute little curly tail. We use the tube tool. Path. Okay, so let's do the tail the right way. So make sure you tap on left. Let's turn the grid on, and let's make sure that we turn this magnetic thing on. So we're going to use tube tool path, and we will just drag like this, and you can see it should snap straight and then tap this little green. So now we can turn snap off. Let's move that directly into the body. And let's curve this tail. So I'm going to add a few little curves here. And you just want to kind of bend it over on itself. Like, so it doesn't have to be straight. You can take, like, maybe the top one and sort of move it over a little bit. So now we're gonna use the radius. So I'm gonna do all of these. So now we have all these little orange nodes. I'm going to turn constant density off. I'm gonna press the three dots and go post subdivision to two and bring division X down and bring division Y down until we just get some nice round ends. So maybe maybe maybe division X three, division Y seven. So we'll see how that works. Oh, and to make it easier, let's just do two at first and make the end of the tail bigger and see what we get. Okay, let's do all of them. And make sure none of them are black. Like, I just had one that was black, so that didn't work. I'm gonna turn this grid off. We don't need it anymore. And anytime you start to see these little ridges, let's just go here and put this to three to give it a little more resolution. Well, we'll make it four. We'll live dangerously. Okay, so this one I'm gonna make smaller. So this is the end one I'm gonna make smaller. This I'll make bigger, this I'll make bigger, and I'll kind of spread these out a little bit. So sometimes it just takes kind of moving it around and adjusting it until you get exactly what you need. I'm switching it to division Y nine and division X to three only because I just think it looks a little nicer. Okay, so let's look at how it's situationd. Pivot auto pivot, so it's a little more, like, kind of like that. So I'm just gonna angle it up and kind of make it a little more true to the hardwork. I think that's perfect. Alright, so I'm gonna validate. 9. The Magical Flower: Okay, so now that we have all the basic shapes done, I'm going to switch this reference image. So let's tap here. We'll tap on the photo import photos, and we'll bring in this final one. What we have to do next is figure out how we want to pose this character, and we also have to make this little flower. Alright, so let's hide everything. So just go to your scene and make sure you hide everything, we're just going to start fresh. Let's turn on the grid. So we're going to use the lathe to make the little bowl that this plan is in. So that's just find the lathe tool. We're going to use curve. So you should have a line going down the center of the screen. It may not line up with the grid. Actually, I'll just turn it off so it's not confusing. So what we're gonna do is tap on the line and then we're just going to draw a bowl. So we're going to go out up, maybe put a little lip on it, and then come down and we're going to draw the inside line of the bowl, as well. So it's something like this. So what the the tool is the lathe tool does is just makes it go all the way around that line. So now we have all these little nodes, and these are the outside surface, and you don't really need all of these nodes. So some of these you can just bring together and just kind of keep the bottom flat. And now you can adjust the shape and just make it exactly how you want it. I'm going to get rid of those Okay, so you have something like that. And all of these up here, you can adjust. And maybe you want to be fancy, you can tap and make, like, a little bit of a sharper edge. And this, these are just the inside. So this is the inside of your bowl, which we probably won't even see. So there's the inside, there's the bottom. So now what we're gonna do is just validate it. So now we have our bowl. So let's bring back our grid. So the reason I want to bring back the grid is because I want to keep everything right in the center. So if we hit front, we can see the center is right here. See the green line and the red line. So what we can do is go to our gizmo, which is at the bottom of our bowl. So let's reset that. We're gonna go pivot, auto, pivot, and then go up to this box. So we're in the gizmo. So on the left side of the Gizmo is this little icon, and let's hit reset. So now let's tap pivot, and then let's tap reset again, and that's going to bring it to the center. I'm not sure why it's that confusing, but we got it there in the end. So I'm going to turn the grid Okay, so let's make sure that we are labeling everything. So this lathe, I want to take it out of the eye, and I'll actually bring it up top, maybe. So this lathe, we'll tap the three dots and name it bowl. Let's go to our scene and add a sphere. So this is going to be the middle flower, so this might be like the glowing flour. So we'll tap this little gizmo, we'll validate it. We'll move it up a little bit. Shrink it, and then we'll just stretch it. Okay, so maybe something like that. That'll be in the middle of our plant. So next we'll go to the scene. We'll add a cylinder, and we're gonna use our gizmo and we're gonna shrink it like this. We'll move it up. Now, let's rotate and let's tap top. Trying to buy ale. Okay, so let's use the big orange ring and shrink it down to maybe around here. Let's go ahead and stretch it like this. And now let's go pivot, and we're gonna use this red arrow to move this over to right at the end of the leaf. We can hit pivot again and we can validate. Okay, so this is what we have here. Can make it a little thicker if we want. So now we're gonna slide this over. Right, until it lines up until our gizmo lines up with that green line. So essentially, we're just sliding it over so the end is in the middle. Okay? Perfect. So the next thing we're gonna do is take this leaf and we're gonna use a radio. So we'll go to our scene. We'll add radial. We can name this Leaf. Okay, so now we want to go to the cylinder. So let's say we wanted to make this five instead of four. We need to go to the radial option here and just change this to five. So now we want to make sure that we work on this particular leaf or cylinder. So now we can use the Gizmo and we can move them out. Can rotate. You can move them down. So maybe I'll make it a little smaller. Let's make sure that we're on our cylinder 100%. Let me turn this grid off. So now we're gonna go up to the symmetry options, and we're gonna switch to local. So now the symmetry is local to this leaf. And right now it's top and bottom, what we really want left and right. So let's find left and right. I think it's going to be Z. So I turned X off, and now I'm using Z and local. So what this means is I can use MV and I can give these a bend. I'm pushing up on one side, but we've mirrored it to the other side. So now we can just adjust these as we need. Maybe we want to make the top a little sharper or something like that, or a little bit wider here. You can have some fun with that and really just shape your plants. I think it looks pretty nice. So I'm going to take this bowl. And you can also experiment with the bowl. Maybe you want it a little bit taller. You can shrink it, make it taller. Things like that. So next, we're going to take this leaf and let's just clone it. So we have leaf one now, so we can take this cylinder we can move it up, but maybe this has four leaves instead. So we can go back to the radio and just change this back to four, and then we have four leaves. So now, if you want to adjust the leaves like we did before, we can go ahead and adjust them and just make them exactly how we want them to look. Maybe I want them a little shorter. So this is another place where you can really have fun with it, experiment, and make some really cool flowers and leaves. You can play with the rotation like stow. That looks really pretty. So I'm gonna go ahead and take the whole mirror, leaf one. I'm gonna use the gizmo, and it should be in the middle now, and I'm gonna rotate it. And now I think I want another leaf. So we can do the same thing. We'll take this leaf. We'll clone it. So now we have leaf two. We'll go to the cylinder. And by now, you pretty much got it. Let me turn a line off. I probably should have turned it off earlier. It didn't really affect how things look. They look great, so it's not too big of a deal. So I'm gonna go like this. I'm gonna maybe do that. And I think maybe I'll try three leaves this time. So I'll go to my scene, go to the leaf two, and bring this to three. Okay, I think I like that. I'm just gonna go to move and just edit maybe the bottom of these leaves. Maybe make these leaves a little rounder and pull up the edges and push down the middle, perhaps. I like it. You can always take crease, as well if you want to add some more details. Let's say we go to this one, and I'm going to turn symmetry off. That way, I can just make a straight line. I'll make it down all of the leaves. I'm going to turn symmetry off here. Go here, turn symmetry off. Oh, no, did it go on the back as well? So here's another common issue, so I made those creases, and they went on the back. Okay, so let's fix it. So let's go back to our let's go to our crease options. Let's go to this little pencil here, and let's go to filter, and let's do front facing vertex only. So this should eliminate that. I should be able to make it on the front, and it shouldn't go through on the back. So that's what we need to do. Perfect. If you want to experiment more with your leaves, you can do instance. So if you do instance and you say yes, essentially, all these leaves are separate now. So you can adjust them all separately. But that's just something a little extra. You don't have to do that. But if you did want that flexibility, now you know how to do it. Okay, so, we're back to normal. Let's just validate Join children. Validate join children, validate Join children. Perfect. So now we have our leaves, which we can go ahead and long press and just connect them to make it easier. We have our quad sphere, which is the let's just say plant low mid. So that's the middle that can glow. We have the plant bowl. Plant bowl. And then we have leaf. So let's do Leaf C, Leaf B and leaf A. And we can put these all with the bowl. So we'll just long press and connect those to the bowl. So now you can move the bowl anywhere and the leaves will go with it. Perfect. I think that's a really cute plant, and it gives you a little look into radial symmetry. 10. Letter & Heart: So let's hide all of these. And now let's make our little envelope. Okay, so we'll go here and add a box. So we'll use our gizmo. We'll flatten it. And I think for this, I want to turn smooth shading off. So we'll go here to the materials tab. Smooth shading, and we're just going to turn it off. So now let's go to our little three dots here and let's lower the division X. Okay, I'm just going to lower it to seven. I think that's fine. We'll use the little red sphere to stretch it. So now let's add a cylinder. Let's use the gizmo right here. Okay? We can take it off of a line. We can do Snap 90, and we'll snap it 90 degrees this way. Okay? I'm just gonna pull it out towards us and then shrink it. We go back here and we turn smooth shading off. So now let's turn off constant density. And let's bring the division X all the way down to three. Okay, and I think we can leave this as it is. We can leave that at two and we'll shrink it this way. It's a bit hard to see, so we're going to stretch it like this. Okay, now, there we go. So just inside. And now we have it upside down. So let's just rotate it. One, two, and we'll move it into this and up. And I want to rotate it a little bit. So let's turn snap off and just rotate it, like, just a slight bit, and let's use a line and just move it straight in to our envelope, like that. So let's tap pivot and let's move this look at the front right up to that top. So right up to the top and then hit pivot again. So what this allows us to do is we'll shrink it, but this edge won't move. So only this part will move. Perfect. So now we can validate it. So now we're going to go back into our scene menu, and we're going to go to this cylinder, tap the three dots, and clone it, and then we're going to go to the symmetry options and flip object. And we're going to flip it on the y axis, and you see that it just flipped it to the bottom. So that's perfect. Let's save. Okay, so now let's make the little heart. So over this, I want to add a cylinder. Okay, we'll take a look at the front. So, of course, we want to rotate it towards us. So we want to go to our little Gizmo. I'll do Snap 90, and I'll just use the red ring to rotate it towards us and we can reposition it. So we're gonna tap mirror. We're gonna go back to Gizmo and then we're going to separate these. It's looking hardy already. And I think I want to go ahead and validate these. So then we'll take MV. I want to make sure that we're on the cylinder. I'm gonna rename this mirror heart just so we don't forget. So this cylinder, and actually, I should just go ahead and label all of these. Letter main Liter fold. A, or let's do top. And liter fold bottom. Okay. And this will be Letter hearts probably better. And let's save. Okay, so now it's a matter of going back to our cylinder using MV. So let's go to the symmetry tab and let's set to local. And let's change to let's see. We want y. So this way, the front and the back are gonna be even. We won't notice from the front view, but it'll make it look I'll make it look better. So now we can just drag this into the other one like this, and I think that's perfect. So I'm gonna take this letter, validate, join children. Yes. And I'm gonna vaxel remesh it just so it's one piece and not two pieces together. So vaxoRmsh I'll do 125 or so. So we'll re measure it at 1:25. I'm going to use my smooth that we've been using and just smooth that out. That looks great. And again, if you have quad remeasure, it's a good time to go into quad remeasure, turn off symmetry and just do half. I can turn on the wire frame so you can see what's happening. So it's just making these squares bigger, which is lowering the resolution of this heart. I think that's pretty good. Okay, so we'll go to our Gizmo. So we're on the heart. So I need to do pivot, auto pivot. I'm gonna go ahead and just change this back to X and make sure that it's local. And I want to move this, maybe make it a little thinner. And now we can just put this where it's supposed to. Perfect. Okay, so now we have letter main. I'm gonna go ahead and validate that. We'll take the letter fold, top, letter fold bottom, and letter heart. We can just put those all with our letter. Maybe we want to squeeze, like, the whole thing and make it thinner. You can do that, if you want. But, yeah, I think that looks great. So let's save. Okay, so let's bring everything back so we can see what we have. So this was my old plant bowl. I did it one way. It turned out to be too confusing. This plant and bull is getting deleted. Which I will move up. We have our letter, which I will also move up shrink to the appropriate size. It's kind of small. Maybe a tad bit smaller, but I think that looks pretty good. Maybe we'll put this over here as well. Alright. That looks it's looking so good. Let's save. O. 11. Remesh & Hierarchy: So next, we want to voxel remash the head with the ear so they're one piece so we can smooth it out. The body will voxel remash so we can smooth that out. So first, let's grab the outer ear, the ear big, and the head. And I'm just gonna use my little shortcut down here to voxel remesh. I think around 165 is fine. So we'll remash that. Okay. So now the ears and the head is one piece. We can take our smooth tool and then we can just smooth this out. Maybe a little bit on the front. Okay? So let's do the same thing with the body. We already joined these two. So we can just voxel remish Round 150 is probably fine. So we'll smooth around the edges. I don't want to lose too much of the detail down here, so I'll just smooth a little bit on the top. And another good thing about boxel remising the head, if we can get rid of these with smooth those little pointy edges that are annoying. Beautiful. So now I'm going to place a letter and the plant just in the basic position. So it's kind of here. Maybe a little turned. Like so. And it looks like it's in front of the head, and maybe I'll just rotate it a little bit. So I'm gonna take the bowl and then move it in front of our little character. We'll move it close. We'll move it down some. Maybe we'll make it a bit smaller. And I'm gonna rotate it out towards us. Now, I know the leaves are going into the head, but we'll adjust that. So I'm going to do a quick save. So what I like to do if I'm gonna move the head or rotate the head, that can be tricky because we have so many things that are connected to it that we also need to move. So obviously, you don't just want to move the head because then you're all messed up. Stuff. So we'll go to scene, and let's bring the head up to the top. So we have the ear mid. So I'm gonna bring those up and nestle them with the head. We have the tube, which I think it might be the tail. Yep. So we'll just rename this tail. Okay. And the tail, we can actually drag that down and nestle it with the body. So the chest, we can nestle with the body, as well. And the legs, let's just leave the legs here for now, the legs and the arms. So the whiskers, we can connect to the head, the eyebrows, tongue. So all these pieces, I'm just going to nestle. In some, for example, like the nose is connected to the snout. Like, you can even take the nose and then just you can nestle nestle that to the snout, which has nestled to the head. All right, A. Alright, B. One's head time up. Okay. So I think everything is nestled correctly. So I'm gonna go to the head and just hit solo. Pivot, auto pivot. And then I'm going to do pivot again, and I'm going to drag the pivot all the way to the very bottom and then pivot again. Solo. The reason I brought the pivot down when it pivots here, then it's way easier to pose. Since we validated the arms, and it's not going to work. So what I like to do is just split the two. So we'll use the split tool, and we can probably use Lasso. Sometimes it's good to turn on Xray so you don't accidentally miss a part of the mesh. So I'm going to use Lasso and just completely select one side. So then we have arm A. An arm B. And let's do the same thing with the legs. We'll just use split, and we'll just split the legs. Okay, so we can turn an Xray off. So now this is gonna make it much easier for us to pose our character. So I'm gonna save and if you're like me, sometimes if you get a little nervous about doing certain changes and you might want to go back to a previous rendition of your character, you can just hit Save As, and you can name it something else, backup. Okay. So now you have two versions. So when you go to open, we have D and then we have CD backup. So you can just open this and we're right back where we were. 12. Pose & Tail: So let's just add a box to give him something to stand on just as a frame of reference. So we'll just add a box. And we can go here and turn smooth shading off. Just make it small. We'll switch to the gizmo and just make a quick floor. So now at least we have some frame of reference. Okay, so now let's set our pivot to make our arms and legs much easier to work with. So we'll tap on arm A. I'm just gonna hit solo, pivot auto pivot. So this is the middle, but this won't make it easier easy for us to pose. So we hit pivot. I'm gonna go over and up and take a look, and that's in the middle, so that's perfectly fine. And I'll hit pivot. It's Arm B, pivot, and I'll just do the same thing. And now we'll go to the legs, pivot, auto pivot, and we'll just do the same thing. Whoops, pivot. Okay, so now we can own solo. So these are gonna be much easier to move now. So I'll move this one forward and rotate it. And I want to push it back into the body some. There's a little sphere here where you can kind of move it kind of freestyle. So I do use that sometimes. I noticed I just used it, and I forgot to mention it. So it's very useful. So now I'm just gonna take move. And I'm just gonna adjust the arm a little bit and kind of push it in the body so it makes sense. And, you know, it's okay that it's not, uh, you know, perfectly aligned with the other arm. So now, this arm, we want to do the same thing, and we're just gonna move it forward and rotate. So we'll just position the arm, so it appears that the character is holding the bowl or the plan. Perfect. So now I'm gonna take the head, and I'm gonna move it back some, maybe rotate it back a little bit. And then I'm gonna tilt it. Now, I want to take the body. I'm going to bring the body above the head, and I want to take the head and nestle it to the body. And we're also going to nestle these arms. Thus we have to do one by one. We can nestle those to the body. Okay, and I think we'll leave the legs alone for now. And the plant bowl, I think we can nestle that to maybe one of the arms. So we'll nestle that to one of the arms. But it's important that we change the pivot point. So let's solo it, pivot and move this towards right at the bottom, it should be at the bottom, middle. I think that's good. So we'll set the pivot and then we'll unsolo it. So now it's gonna move a little bit more natural where the legs are. Sometimes I like if you put like one leg up and maybe, like, another leg back and then maybe lean the body back. Maybe we can even bow this leg out a little bit. Who, I want to take it off of a line. It's much easier to have it off of a line to be able to rotate and move this leg around the way that you want. Okay, I think that's pretty cute. Now, we can also, if we want to experiment with maybe turning the body, we can go to body and then change the group to object. So let's grab the arms, the chest. The plant. So everything having to do with the plant as well and the tail. So all of these should just rotate. Let's take a look at the front again. I think that works. So if I'm looking at this angle, which is kind of like what the reference is, I kind of want to bring the tail over now. This is what they call a cheat because obviously the tail is in the back, but we want to cheat it. So first things first, let's move the pivot, pivot. I'm gonna rotate it, and then I'll move it here. I'll move it down a little bit, and then tap pivot again. So now when we rotate, it's a little better. So we'll have to cheat it kind of a lot, maybe even move it out. So sometimes, you know, you have to kind of cheat it. So we're not seeing that much of I want to do a little trick with the foot. I think I would like to maybe use inflate, and I just want to inflate a little bit here. So we'll see how this looks. I could add a little bit here, as well, just so it matches. Just to give it a little bit of something. But I think I really like that. I think I want to make a new tail. So I'm gonna use the tube tool path, and we're just gonna make a new tail. But this tail, I'm just gonna make to the exact dimensions that I need. Okay, so it'll be perfectly going into the middle there. Okay, and now it just needs to come out and curve. Okay? So, something like that, post subdivision to two, turn constant density off, and then bring these down and make it nice and round. So I think the X being four and the Y being 16 seems pretty good for now. So I'm gonna make it thicker. And then I'm going to switch the radius. So there's two orange nodes here. I'll make this one smaller. And then I'll tap both of them. And I'm going to add one here so the bottom, so the bottommost one is smaller. Then all of these, which are kind of tricky to find, sometimes you got to follow the but these are gonna be bigger. So this one is gonna be much bigger. Okay, so pretty much something like that. This actually looks better than the other tail. So let's add a little more geometry to this. So let's just tap these three dots and bring this to let's bring it to four. So looking at this leg, I'm just gonna hit Xray. See how it goes below the floor. I just want to take trim, rectangle, and we're just going to trim that a little bit below. We don't want to go right to the edge. We want to go a little bit below. Okay, so we'll turn Xray off. So let's go up here. Let's go to Multi res, and let's subdivide. We'll go to the other leg. We'll go up here to Multi res and subdivide. The arms, we can do the same. Maybe we even do those twice. So the other arm Multi red subdivide twice. It's pretty good, so I'm going to validate the tail. So now I'm going to take the body the new tail, which is the tube, both arms, both legs. Okay, I think that's everything. So now I'm gonna voxel re mash all of this. Maybe we'll do like 225. Okay, so now our pieces are connected, there is something else I wanted to try, which I've actually never done before. So I'm gonna take select mask and lasso, and I'm going to grab the tail. And I want to try to be careful not to grab too much of the body. Okay? I'm just gonna go to mask and unmask. So this is different than select mask, 'cause this is more like a brush. I'm just gonna get rid of this on the body, a little bit. Well, let me turn symmetry off. So now I'm gonna hit Invert. So the tail, I want to be a little bit bushier. So I'm gonna go up here and use inflate. See how it's only inflating the tail, which is exactly what I wanted. Now I'm gonna use Gizmo. So I'm actually going to move the gizmo right to the end. It's right there. So I'll move the gizmo there, and that way, I should be able to move it down a little bit. And let's see. So now we have a little space, at least, which I think looks pretty good. So now we'll go to mask and clear. Let's take smooth, and we'll just smooth this out, and hopefully it will, I think it looks great. We can smooth the rest of the body out. Okay, I think that looks great. Let's save. 13. Lighting & Post Process: Alright, so I'm gonna position this kind of like our final position. I want to save this. So I'm gonna go to this little camera, ade. And I'm just gonna name it one. So now I'm gonna grab this letter. I'm going to move it a little closer to the head, and then I want to go back to that view. So we'll tap the little camera, and then we'll just go back to the one. You might need to make it a little smaller, actually. I'll go back to the view and just update it. And also, these leaves, which you can see are kind of going through the face. I like the way that the leaves are. So I think what I want to do is take the gizmo. I'll move it forward. Just so it works right at the edge of the face. And I think I want to take the bowl. We'll go to our scene, and let's grab the plant bowl and let's go over here to where it says Group. Let's change to object. So now I think I want to tilt just the bowl and move it over. Maybe even make it a little bit bigger. So that way, we're not moving the plant much, but we're moving the bowl so that it still appears that he's holding the bowl, and we can even take this arm and kind of cozy it up to the bowl a little bit more. You want to have some contact there, so it really looks like it's being held. So I think that's pretty good problem solving. I think that looks, I think that'll So let's get this colored, lit and rendered. Those are the last things we need to do. We're almost there. So first, let's change from Mat cap. That's this orange fake color and light back to white. So we'll tap our little sun. We're going to switch from Mat cap back to it PBR. So next, we're gonna grab everything in the scene and just change it to a more neutral color. So we're gonna go to our scene menu here, and let's just select everything. So I'm going to select all of this. I don't even know what this is on top. What is that? Oh, the tail. So I'm going to select everything. Except for the camera I can take the box too. So we're going to select everything. We're going to go to the little cube down here. I'm just going to drag this over here. So this is our color window. Down here, you can choose whatever color you want. Let's do a neutral color. I like to do a little bit of orange, and then a little bit close to gray, and I like to bring the roughness up to about halfway, 0.5 0.54, somewhere around there. And I like the orange. I like it to kind of look like terra cotta almost. So I'll go with something like that. Let's paint all. It's just gonna paint everything. So a neutral color is good to set our lights. So then we're going to go back to the sun. This is the environment, so we're just going to turn that off. It's gonna go pitch black. So now there's no ambient light on our scene. So we're going to add our first light right here. So this is the default light. It's a directional light. So you can see this little light bar here. These are your four types of lights. I normally just use directional lights unless I need something special. So we're in the Gizmo, and we have the light selected. So I'm just going to tap a line and then drag the light over here. So with directional lights, it doesn't matter where the light is placed. All that matters is where this little white arrow is. So if you rotate it, the light will change. I'm going to hit Undo. But you can move it anywhere you want. So what I do is usually move the light to where it looks like the light is coming from. So here's the arrow. So the light's coming here, so I'm just going to move it kind of in that position. So it makes sense. Let's tap these little three dots, and let's make sure we change the attachment to camera. And, oh, also, one more thing. We'll tap on the light. And if you don't see your little light icons, you can just go here and just go like that. You can make sure that that's on. If it's off, then you just won't see them. So just make sure that's on. So if we go back into this light, let's change the intensity to 2.3. I'm going to go back to my camera view that we made. So now we have our first light set. Let's tap this little pencil and just name this key. So that's your key light. That's the main light source in your scene. So now we're gonna hit this little clone button. We're gonna change this one to edge. So this is going to be a rim light. So let's go ahead and move this light over down a little bit. And now we're just going to rotate it with this green ring so we see a nice bright edge on the side of the body. Let's go ahead and change the intensity to like five. So now let's rotate and let's rotate this way, as well. Let's rotate a little more. Okay, so now you see that nice beautiful edge. Looks great. You can experiment if you want to make it a little bit brighter, but I think five, a little bit over five works well. So that's our second light. We'll go back to our lights. We'll clone that, and let's change this one to two. We'll drag it over. So we're going to do a similar thing, but on this side, but it's not gonna be as harsh. So let's go ahead and rotate. I rotate it down a little bit like that. So just rotate it until you see, there we go. So that would be like, more of like an edge light. So I might put a little bit more on it like that. And I want to change I want to put the intensity down. I don't want it as bright as the other side. Okay? And my background's purple. It's really cool to incorporate the colors of your background, the colors of your project into your lighting, so it feels more natural. So you can just tap here, and then you can change the color of the light. So we'll do a similar kind of purplish. And it might be fun on the other side. Let's go back to our lights. It might be fun on the other side on the edge to maybe do a nice, like, a warm color. So we increase that a little bit. So we have a little bit, you know, a little bit of warm color here, purple there, just looks nice. Okay, so let's add another light. So let's just add light here. And let's change this one. So it's a directional right now. If we tap that, it's environment, spotlight, point light. So point light is like feels like a light source where it's just glowing and radiating out from the center. So let's use a point light. Let's bring the intensity down. And let's move it. I'll just hit front. Let's move it so it's like coming from inside this little flower. Okay, I want to lower the intensity a little bit more so it's not so crazy. Okay, and we'll just move it right in the middle there. See that? Beautiful. So now that we have our lighting, and of course, you can change the color or anything you want of this, you know, so we'll change that. So now that we have our basic lighting, let's bring back our environment and adjust that so that it complements the lighting that we've already made. So we'll bring back the environment. See how it's very bright and it just kind of it kind of flattens out everything, so we want to bring the exposure down. So I'll put mine like 0.8 something around there. I think looks decent. Okay, so that looks great. I'm gonna go ahead and turn on post process. So post process is just the computing and making it look more like what the final image will look like. So let's just hit post process. Okay? Now, you can actually save your post process profiles. So minus DFD. But here you can see everything you can see all of my settings right here, although these are a little bright, so you can always play around with them. But usually, I just leave. I just leave. I'm gonna bring the strength down a little bit, I think. Yeah. So sometimes you might have to play around with a little bit. It just seemed a little bit too dark if that's up all the way. I just didn't want it that dark. Okay, so that looks great. So next, all we need to do is add colors, whatever colors we want to the character. 14. Color I: Okay, so that looks great. So next all we need to do is add colors, whatever colors we want to the character. So that's really, really simple. All you want to do is tap on whatever mesh that you're working with. We have the head. Let's tap this little color cube down here. We have our color window, and let's go with a pink, so I'm gonna bring it all the way up to red. I'm gonna go all the way up top and then just bring it to the left until we get a similar pink color. Want to make it a little bit warmer. I think I like that. So I'll paint. And of course, you can adjust and try out different colors if you need. That looks great. So now I'm going to take the body, and I'm going to color it the same. So I'm just gonna tap here and paint all. Let's go back to our view. The floor maybe we'll just make, sometimes I'll just do the same color as the background, since it's not really important to show the floor, so I'll just kind of match it. So it's like a little game to, like, try and match as close as I can. So anyway, so that's the floor. So now let's do the eyebrows seem like they're a darker pink, so let's work on that darker pink. We can always take the eyedropper here, and we can eye drop this, and then we can go back into our color, and we can always just make that darker. I think maybe something like that. We'll paint that. And I think that's the only thing that we might paint. Maybe the heart the heart might be the same color. Okay? So now let's do the white part of the eyes. And then it's just rinch and repeat. Then we just go to white. I'm going to bring the roughness down. So now I'm gonna go to black and do the pupils. And we might want to you can go all the way, bring the glossy all the way down all the way up by bringing roughness all the way down. We can do pain all. So now we have our roughness. It looks good. This can be white. So we'll go back up to white. But we don't want it really glossy. We want it a little bit rough. Okay, so we'll bring the roughness up. This is white. So we'll just do pain all. And I think, okay, so a little snoot is white. The little nose is black, but I don't think I want it as glossy as the eyes. If we go in really close, we have my little additions, these the little Tefis. So I'm going to make those white glossy the tongue, of course, is going to be pink. But since he's pink, we're going to make it a little more of a darker pink and maybe not as glossy. So maybe around there. And this is a little bit extra, but I'm going to go behind the mouth. So what I'm going to do is, so now we're on the face, I'm going to add a layer. So if you tap the little layer icon here, we have the base. So the base is pink. I'm going to add a layer, and this is going to be in mouth. So I added a layer, and all I'm going to do is maybe take a really dark red. I'm going to bring roughness all the way up so there's no light bouncing off of it. I'm going to find my paint tool, and then I'm going to paint in here. Whoops. And it looks like I have symmetry on, so I'm gonna turn symmetry off. Actually, I don't know why it would be. Oh, you know what? Because I tilted the head. That's why. If I still wanted to use symmetry, I could, I could just go to symmetry and do Local. And what that would do is change the symmetry from the whole project to the head shape. So that's why now it's straight. So if I turn this on, it should be perfectly fine now. The more you know. Okay, that looks great. Let's go back to our second view. Okay, so the envelope is white. Oops, let's go here. And let's just select this same white just to make it easier. So we'll just do paint all, take these little pieces. So here's the heart. All these are the same, so I'm just gonna join these pieces and just paint them white. Ooh, these are black. Black. I don't think I want them too shiny, so that's good. Looks great. So then the flour, the flower looks like so the light seems like it's gonna be a purple color. So let's find that. Maybe something like that. For now, I'll bring the roughness down, a pinch, paint that. We're just gonna paint all of these. These I'm gonna make green. The bottom ones, I'm gonna make green. Okay. And maybe the light, maybe we want to change it to a more purply color. So maybe something like that. And then we have the bowl. I feel like it should be brown or, like, terra cotta. And I'm going a little fast because this is more of the fun things. Like, you don't have to match my colors, you know? I'm just kind of going off the cuff here. So we'll make that the nice pot terracotta color. I think I like that. Let's go to our view. Okay, so for the paint, let's go back to the head. Looks like we have a little bit of white on the feet, the hands, and the head. So that's what we're gonna do. Let's just go ahead and grab. I'm gonna go with the eyedropper, and I'll grab the pink. And then I'm just gonna bring it to white. So the only reason I'm grabbing the pink is so that the texture is matched to the pink. I'm going to add a new layer, and this is going to be white. We're gonna go back to our paint brush. So there's white above the eyebrows. So let's see how it looks. It looks okay. It doesn't look too bad. But if you want it really clean, here's a little tip. You can tap here. You can go to dynamic topology. You can enable it. So then you'll see this little diamond here. So now, it's gonna be super, super clean. Okay, you don't need to do the inside because you always you can turn that off. So what's happening a quick note of what's happening is if I turn the wireframe on, you can see the wireframe of the head, and then you see it's really dense here. So what it's doing is it's using the tool, but it's making where the tool goes very dense. Remember, dense is better for detail and less dense, it would be blurry and pixelated. So that's why this is more dense here. So, again, you don't have to use it for the inside. You can turn that off because when you do that, it's going to increase the resolution of your mesh. So you don't want to go too crazy or else you're going to, like, be up in the millions and not even realize. If you turn it off here, then you can just do regular paint inside. It's more just the edges that you want to be clean, not the inside. Now we're just coloring it in. So that's perfect. But just remember, if you turn it off there, it's not fully like, it's not disabled. So once you're done, you want to go back here and disable it. Otherwise, you'll be using, like, some other tool, and it'll be on and it won't be good. Also another tip, what you should do is turn postpcess off. So if you go here and turn postpcess off, it'll be a lot easier to maneuver. I'm gonna leave mine on just so it looks pretty. But I don't recommend it. 15. Color II: Okay, so I'm gonna turn dynamic topology back on. I'm going to select this again. So now we're just grabbing the color. I'm just gonna make it darker where I want those notches. So that was the white. I'm gonna make a new layer for the magenta. Okay, so let's turn dynamic topology on and make our spheres. We want to keep it nice and small. Okay, that looks pretty good, so I'm just gonna turn it off and color inside. I'm gonna try to erase around the edges a little bit. Just to make it a little cleaner. Okay. So you can see I made it a little dark. So that's the beauty of layers. You can just go into the layer and just lower the opacity of it. Beautiful. I'm going to turn symmetry on. It looks like there's two little notches here. Let's take a look at the reference again. So it looks like there's some spots on the back. Oh. Oh, there's two dots. They're not connected to the eye. Good to know. And there's some dots in the back, so let's do that. Okay, we'll turn dynamic topology back on, take it off over erase. So these are more like little spheres here. And let's do the ones on the back. So there's some little spots here. I'll turn symmetry off. Okay, I think it was something like that. Now I'll turn dynamic topology off and just color these in. Alright, I think it looks great. So the only thing that I want to sort of experiment with is doing the light coming from here. And actually, if it's coming from there, then maybe it is like a golden yellowish color, perhaps. Maybe it is that color. So, you can't really do, like, a particle system, which is kind of what this looks like. It'd be very difficult to do that in nomad. I'm just going to simplify that. We're gonna use the tube tool. We'll use path. So let's start with just drawing a path from the heart down to the flower. So let's tap the green dot. So now we have our tube, and this tube is going to go through the ears. So I'm just gonna make this go through the ears. Let's turn snap off. We don't need. I'm going to add another node here. And this is up and through the ears. Like so. Okay, so then it goes around the body. So we just need to bring this back so that it goes around the body. Let's add another node. So it's kind of going around the body. I'm going to add another node. Kind of kind of comes around the face like this. If we look at the front, it's kind of coming around the top here. So I'm going to bring this up some. And then it comes around the face, a little bit in front of the face. So let's add another node and just crudely bring it in the front. And then it goes into this light beam, so I'm going to add another node here so I can really make a curve in that flower. So you have to take your time with this, but you get it. It's just a light path coming from the little glow. Nothing too fancy. It doesn't go over the eye, so I want to try to make it match that. I don't think it needs to go. Well, let's see. Let's take a look at the view. So the things you want to pay attention to is you can see it a little bit around here. Actually, it goes it doesn't go behind the ear. It goes in front of the ear. Okay, I just noticed that. But that's fine. So we'll just bring it in front. No big deal. Okay, so it kind of slinks around, goes in front of the ears. And then it has a little curve here and goes up to our letter. Okay, I don't want to touch in the body. That looks great. It's Gaelic. So now we can figure out how to make this glow and how to make it feel kind of cool looking. So we'll go to the materials tab here, and instead of opaque, let's go to blending. So blending is kind of cool cause you can adjust the opacity. So maybe we'll put it somewhere to, like, 40 or so. And we can do always unlit, so that'll give it kind of a nice little glow. Cast shadows, I'm going to turn off because we don't want this to give off any shadows, really. I'm going to change the color. To a warm color like this. So maybe something like that. I like it. Now, of course, it's kind of uniform now. So what I would do is just hit radius twice. And for this, I would just kind of, like, add some nodes and then just adjust the I would just adjust the size of this. So it kind of looks like smoke almost, and you can be really creative. With how it's looking, you can do, like, loops or something like that. So you can be really creative with your with your light here. So let's maybe make this a little bit fatter here. And then we can make this a little more skinny, something like that. And you can also you can go to your gizmo, you can clone it, and then you can move one down, and then you can just adjust that one to be, like, very different, you know? Like, they can kind of come together, break apart. So you can really just adjust them to make some interesting things going on with this with this glow. You can adjust the colors, maybe. Maybe you want to make one like a little bit darker or lighter, something like that. And you can adjust you can adjust the opacity of one. So maybe that one looks like really light. And you can do that a couple of times. So those are just some interesting ways to adjust I'm gonna go ahead and validate these. Just interesting ways to adjust your kind of magical glow coming off. So, yeah, I think those are cute. I'm gonna take these two tubes and just join them together. I'll move them up. You can also go back in here and maybe you want to make them additives or Oh, maybe dithering. Diering is kind of cool, as well. You can turn two sided off, and you get that kind of cool effect. It just pays to really go in here and play around with some of the effects if there's something that you can't get. Like, this exact thing we're just not gonna be able to get in nomad. So you just come in and play around with some of this stuff and see what you can get. I mean, that's exactly what I do. So let's go back to our view so we can enjoy it. It's a beautiful view. So let's just look at it without the reference. So we'll just go back to the little image, check that. I'm going to go back to the Sittle camera and just update this one. So now we have both one with the reference and then without the reference. So if you want to export the image, we just go to wire little folder, and then right next to it, there's render. So now you can export the image, the screen. If you don't want the background, like the purple background, you can tap that, and it'll just be this image. It might be a little tricky, though, because some of the elements are translucent, so they might look a bit. So that might look a bit weird. I'm just going to leave that for now. So I'm going to export the screen. Okay, so here's our image. So here is where you can download it or save it, so we'll save that image. We'll hit X. Play around with if you go to your little camera here, now you can go to Perspective and you can adjust that if you'd like, so you can get some really cool angles and really cool shots. So maybe the shot like that looks really great. I'm gonna save that one as well because I love it. Let's try Let's try transparent background and just see how it looks. Okay, so we'll save. I want to save this, so I'm going to go back to my camera ad, and we'll just make this three. And let's say you want to do a turntable. You just want to go to this little nomad icon here. If you have an iPad, this is when I start screen recording. So I'll tap screen recording, and then just hit your turn table. So here's my options. You just hit Turn table. You can resize it if you want. It's perfect. 16. Final Details & Outro!: Remember I told you about the eyes. Now you can go to the eyes, and let's say you want to move them around. So the only thing I would say is you might want to validate and uninstance them. So just hit yes. So this way, you'll have both of your eyes. You can select them and move them together. I would do pivot, auto pivot to bring that in the center. And let's do Oh, let's take it off of a line. Pivot, auto, pivot. Okay? Looks like that's the best that we'll do 'cause they're tilted. So let's tilt this pivot. We're gonna move this like that, pivot again. So now we can move them both over a little bit. If we wanted them to be looking in one direction, or maybe they're looking over here and up towards the letter. I'm gonna move my pivot just so it's out of the way. So we'll have it looking up towards the letter. Oh, another really cool thing that you can do is you can set any of the body parts to if you go to materials and set them to subsurface, that's also going to make things look really, really cool. So you can adjust the depth. I usually bring mine down to like 0.08 something. I'll do the same with the body. I'll just go to subsurface, bring this down some. Okay, I'm gonna go to my view here. That looks great. I'm gonna go to these little eyebrows. I'm gonna do the same thing. We'll go subsurface. The little snoot. I'm gonna go subsurface. I'll bring it down a little bit. These, as well. So what this does, it's going to eliminate a very dark black shadow. See this black shadow here. But if I make this subsurface, it kind of eliminates that really black unnatural shadow. So that's my whole reasoning for doing this bit. Even the flowers, I'll go subsurface. This one I can change the color, so it matches a little bit more of that green. And then the flowers, which I'm gonna join together, actually, these leaves, I'm gonna join them together, and then go subsurface. And this one maybe we'll increase the depth, that'll make it more see through. Let's change the color to a more purply color. Even though red might look pretty, dude. Maybe the heart will make subsurface, too, just for funsies. But, yeah, I love it. And of course, there's these little glowy things. I'll show you how to make those really quick. We'll add Let's add a plane. We'll make it a disc. We'll go to our Gizmo. Let's move it here, down, we'll flip it towards us. We'll make it really small. We'll change the color to a yellow color, and we'll change the material up here to an additive, always unlit. We can bring the opacity up. So it's bright, but you can still see the color. You can shrink. We don't need that much size on our planes, so we'll just tap this. We'll bring the division X all the way down. Can't move this out of the way. So I'm gonna bring it down to one, validate it. Clone so we'll do another one up here, shrink, Clone. Maybe ten bit bigger, Clone maybe smaller, clone again. And that's how you'd make a bunch of little glowy bits the easy way. So just a few more additions. Obviously, you can take your little light bulls and you can just copy and paste them all around. You can see I pated some little extra ones here or discs, I should say. And then also on the body, you want to add a layer. Then you can do your white paint. So again, I'm using dynamic topology, which is here. Just have it enabled, and you'll see this little diamond here. Then you can paint your hands. Again, you don't have to paint the inside. You can turn that off to paint the inside, or you can just paint. You can paint this first, and then turn dynamic topology on and then just line up the end. I also added some tubes here for the lips. I think those were the only changes I made. And with that, ladies and gentlemen, we have created a three D character design. Wonderful job. I really appreciate you spending the time to learn with me. I hope my ramblings haven't been too much, but I find three D sculpting to be so relaxing and so fun. And I hope that I've brought you on that journey and that you felt some of that magic that you can draw whatever you want. You can create whatever you want and make it in three D. Shout it again to Sandra. I love this character design. If you haven't done her class, why not? Drawing is the most fundamental thing that you can learn. The skills, having the skills, having the ability to draw what's in your mind and come up with characters is just so important for three D. 100%, definitely go do her class. Again, upload your three D sculpts. I can't wait to see them. I'm pretty sure you can upload as many images as you want in the project gallery. Maybe you want to put them together. I want to see you be creative. I think that's the most effective way to learn and to be inspired is to play and not feel like you have all these rules. Definitely don't in my class. So, as always, you can find me on Instagram. If you post on Instagram and tag me, I love to share my students artwork on my stories. Also on YouTube, I have tons of content of Nomatscp content and some old Procreate stuff on there, as well. So definitely check me out there, youtube.com slash Troy freave. And, of course, be sure to follow and check out more of Sandra's work here. And also rating review because I would love to do more collabs with more talented people so that we can just share our knowledge and our information and just lift you up, make you better artist, keep you creative, and keep you inspired. Keep drawing, keep sculpting, and I look forward to seeing you next time here on Skillshare.